varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform sampler2D drawSurface; uniform sampler2D maskSurface; void main() { vec4 drw = texture2D( drawSurface, v_vTexcoord ); vec4 msk = texture2D( maskSurface, v_vTexcoord ); gl_FragColor = msk.a > 0.5? drw : texture2D( gm_BaseTexture, v_vTexcoord ); }